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61 lines
1.3 KiB
61 lines
1.3 KiB
2 years ago
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import {
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ShaderMaterial,
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UniformsUtils
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} from '../../../build/three.module.js';
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import { Pass, FullScreenQuad } from '../postprocessing/Pass.js';
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import { CopyShader } from '../shaders/CopyShader.js';
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class TexturePass extends Pass {
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constructor( map, opacity ) {
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super();
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if ( CopyShader === undefined ) console.error( 'THREE.TexturePass relies on CopyShader' );
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const shader = CopyShader;
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this.map = map;
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this.opacity = ( opacity !== undefined ) ? opacity : 1.0;
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this.uniforms = UniformsUtils.clone( shader.uniforms );
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this.material = new ShaderMaterial( {
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uniforms: this.uniforms,
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vertexShader: shader.vertexShader,
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fragmentShader: shader.fragmentShader,
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depthTest: false,
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depthWrite: false
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} );
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this.needsSwap = false;
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this.fsQuad = new FullScreenQuad( null );
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}
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render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
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const oldAutoClear = renderer.autoClear;
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renderer.autoClear = false;
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this.fsQuad.material = this.material;
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this.uniforms[ 'opacity' ].value = this.opacity;
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this.uniforms[ 'tDiffuse' ].value = this.map;
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this.material.transparent = ( this.opacity < 1.0 );
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renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
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if ( this.clear ) renderer.clear();
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this.fsQuad.render( renderer );
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renderer.autoClear = oldAutoClear;
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}
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}
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export { TexturePass };
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